![]() By the year 2012, Roblox had more than 7 million unique visitors per month, making it one of the most popular entertainment sites for kids. Once the pair published Roblox Studio-the app that enables Roblox users to create games and simulations-the floodgates began to open. “A category that involved friends, like social networking a category that involved immersive 3-D, like gaming a category that involved cool content, like a media company and finally a category that had unlimited creation, like a building toy.”įor the first few months after Roblox’s 2005 beta deployment, the user community was tiny-during peak periods about 50 people were playing at the same time (today that number averages over a million), but the small size of the community enabled Baszucki and Cassel to hang out with the players and get feedback as they refined the platform. “Right when we started, we imagined a new category of people doing things together,” Baszucki says. Inspired by the worlds kids had built in his interactive physics program, he and Erik Cassel, who had been vice president of engineering at Knowledge Revolution, “went into a room for over a year and a half” to build the first version of Roblox. In 1998, Knowledge Revolution was acquired for $20 million by an engineering software company called MSC Software, so Baszucki decided to take some time off and figure out what he wanted to do next. “Creativity by the players themselves was so much more engaging than the content from the physics books,” he says. Instead, students were modeling cars crashing, buildings falling over and other fun stuff that the program’s physics tools enabled them to build. What Baszucki discovered as his software made it out into the student community was that kids were using the program to do things far beyond textbook physics problems.
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